Call for mappers
Moderator: Moderator
Re: Call for mappers
Xorns & xarens (and every actor) follow the same rules as the player :/
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

-
- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
Re: Call for mappers
A few ruined buildings for the Trollshaws; more about flavour than challenge, although each has a surprise for a starting adventurer.

Code: Select all
defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('+', "DOOR")
defineTile('x', "DOOR_VAULT")
defineTile('T', "FLOOR", {random_filter={type="scroll"}}, {random_filter={name="forest troll"}})
return {
[[,,,,,,,,,,,,,]],
[[,#####,,,X,,,]],
[[,#...#,,X,,X,]],
[[,#T..#,,,,X,,]],
[[,###x#X#X.,#,]],
[[,#.....XX,.#,]],
[[,X,.,...,..+,]],
[[,X,,.X.,...+,]],
[[,,,X..,....#,]],
[[,##XX,##X#X#,]],
[[,,,,,,,,,,,,,]],
}
Code: Select all
defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('+', "DOOR")
defineTile('T', "GRASS", nil, {random_filter={name="honey tree"}})
return {
[[,,,,,,,,,,,,,,,,,,,,,]],
[[,#################X,,]],
[[,#....#.,..,..#.X.,X,]],
[[,#....+..,,,..+..,.#,]],
[[,######..,T,,.######,]],
[[,#....+.,,,,..+....#,]],
[[,#....#....,,.#....#,]],
[[,########+#+########,]],
[[,,,,,,,,,,,,,,,,,,,,,]],
}
Code: Select all
defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile(';', "FLOWER")
defineTile('~', "SHALLOW_WATER")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('+', "DOOR")
defineTile('x', "DOOR_VAULT")
defineTile('s', "FLOOR", nil, {random_filter={name="degenerated skeleton warrior"}})
return {
[[,,,,,,,,,,,,,,,,]],
[[,#X#########X,,,]],
[[,,.+....+..,..X,]],
[[,###....#.###.,,]],
[[,#.+....#.....#,]],
[[,###....###+###,]],
[[,#sx....#,,,,,,,]],
[[,###...X#,;;;;;,]],
[[,#.+..,.,,;~~~;,]],
[[,#####X,,,;;;;;,]],
[[,,,,,,,,,,,,,,,,]],
}
Re: Call for mappers
Very nice! thanks
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
considering rattle snakes are the number one killers in the game, here is a tribute to them:
A snake pit! Filled with potions for those that survive it, that should be a nice boon for the early game. For trollshaws.
A troll hideout! With a 6 potion reward.
Slightly different:
A mage hideout in the forest. Reward is 4 scrolls. It has to be connected at the bottom left, but I have no idea how to code that (since I have no vault doors).
One more, a simple S-shape

A snake pit! Filled with potions for those that survive it, that should be a nice boon for the early game. For trollshaws.
Code: Select all
defineTile(',', "GRASS")
defineTile(';', "FLOWER")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('x', "DOOR_VAULT")
defineTile('s', "FLOOR", {random_filter={type="potion"}}, {random_filter={name="rattlesnake"}})
return {
[[,,,,,,,,,]],
[[,#####,,,]],
[[;#sss#,X,]],
[[,#sssx,,,]],
[[,#sss#,,,]],
[[,#####;,,]],
[[,,,,,,,,,]],
}
Code: Select all
defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('~', "SHALLOW_WATER")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('+', "DOOR")
defineTile('T', "FLOOR", {random_filter={type="potion"}}, {random_filter={name="forest troll"}})
defineTile('t', "FLOOR", nil, {random_filter={name="forest troll"}})
defineTile('$', "FLOOR", {random_filter={type="potion"}}, nil)
return {
[[,,,,,,,,,,,,,,,,,,,,,,]],
[[,,,XX,,X,,,,,,,,,,X,,,]],
[[,,X~~~~~~~,,~~~~~XXX,,]],
[[,XX~#####~,,~#####~,,,]],
[[,XX~#...#~~~~#...#~,X,]],
[[,XX~#.t.######.t.#~,,,]],
[[,,X~#...#.t..#...#~,X,]],
[[,XX~####+..t.+####~,,,]],
[[,XX~~~#....#####~~~,,,]],
[[,,,..t+....#$$$#~,,,X,]],
[[,,,..t+....+$$T#~,,,x,]],
[[,XX~~~#....#####~~~,X,]],
[[,,X~####+....+####~,X,]],
[[,,X~#...#....#...#~,X,]],
[[,,X~#.t.######.t.#~,,,]],
[[,XX~#...#~~~~#...#~,,,]],
[[,,X~#####~,,~#####~,,,]],
[[,,X~~~~~~~,,~~~~~~~,,,]],
[[,,XXX,X,,XXX,X,,XXX,,,]],
[[,,,,,,,,,,,,,,,,,,,,,,]],
}
Code: Select all
return {
[[,,,,,,,,,,,,,,,,,,,,,,]],
[[,,,XX,,X,,,,,,,,,,X,,,]],
[[,,X,~~~~~,,,,~~~~XXX,,]],
[[,XX~~###~~,,~~###~~,,,]],
[[,XX~##.##~~~~##.##~,X,]],
[[,XX~#.t.######.t.#~,,,]],
[[,,X~##..#.t..#..##~,X,]],
[[,XX~~###+..t.+###~~,,,]],
[[,XX,~~#....#####~~,,,,]],
[[,,,..t+....#$$$#~,,,X,]],
[[,,,..t+....+$$T#~,,,x,]],
[[,XX,~~#....#####~~,,X,]],
[[,,X~~###+....+###~~,X,]],
[[,,X~##..#....#..##~,X,]],
[[,,X~#.t.######.t.#~,,,]],
[[,XX~##.##~~~~##.##~,,,]],
[[,,X~~###~~,,~~###~~,,,]],
[[,,XX~~~~~,,,,~~~~~,,,,]],
[[,,,XX,X,,XXX,X,,XXX,,,]],
[[,,,,,,,,,,,,,,,,,,,,,,]],
}
Code: Select all
defineTile(',', "GRASS")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('+', "DOOR")
defineTile('t', "FLOOR", nil, {random_filter={name="skeleton mage"}})
defineTile('$', "FLOOR", {random_filter={type="scroll"}}, nil)
return {
[[XXXXXXXXXXX]],
[[X,,X,,,X,X,]],
[[X,X,,,,,,XX]],
[[X,X,,s####X]],
[[X,X,,,#$$#X]],
[[X,XX,,+$$#X]],
[[X,,XX,####X]],
[[X,,,XXXXXXX]],
}
Code: Select all
defineTile(',', "FLOOR")
defineTile('#', "WALL")
defineTile('x', "VAULT_DOOR")
defineTile('+', "DOOR")
defineTile('m', "FLOOR", {random_filter={add_levels=15}}, {random_filter={add_levels=20}})
return {
[[,,,,,,,,,,,,,,,,,]],
[[,#############x#,]],
[[,#m+m#m+m#m+m#m#,]],
[[,#+#+#+#+#+#+#+#,]],
[[,#m#m#m#m#m#m#m#,]],
[[,#+#+#+#+#+#+#+#,]],
[[,#m#m#m#m#m#m#m#,]],
[[,#+#+#+#+#+#+#+#,]],
[[,#m#m+m#m+m#m+m#,]],
[[,#x#############,]],
[[,,,,,,,,,,,,,,,,,]],
}

Re: Call for mappers
Added!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
A small troll town, just make sure it is connected somehow.
Some imps and dragons guarding loot in an area with lava.
Code: Select all
defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('~', "SHALLOW_WATER")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('+', "DOOR")
defineTile('T', "FLOOR", {random_filter={type="potion"}}, {random_filter={name="forest troll"}})
defineTile('t', "FLOOR", nil, {random_filter={name="forest troll"}})
return {
[[XXX,XXXXX,XX]],
[[,X,,###,###X]],
[[,~~,#T#,#T#,]],
[[,X~,#+#,+.#,]],
[[,,,,,,,,###X]],
[[,,##+##,,,,X]],
[[X,#T..#,###X]],
[[,X#####,+T#,]],
[[XX,,,,,,###X]],
[[X,,##+#,,,,X]],
[[XX,#T.#,XXtX]],
[[,Xt####,XXXX]],
[[XXXX,,,,,XX,]],
}
Some imps and dragons guarding loot in an area with lava.
Code: Select all
defineTile('.', "FLOOR")
defineTile('~', "LAVA")
defineTile('#', "WALL")
defineTile('+', "DOOR")
defineTile('X', "VAULT_DOOR")
defineTile('I', "FLOOR", nil, {random_filter={name="Fire imp"}})
defineTile('t', "FLOOR", {random_filter={add_levels=15}}, {random_filter={name="Fire-dragon"}})
return {
[[#######X#######]],
[[###D+D+.#...###]],
[[#######.##..D##]],
[[###~~~...###+##]],
[[#.##~..#..~#..#]],
[[#.D#~.###.~#D.#]],
[[#..+...#..~#+##]],
[[##+#~~...~~~.~#]],
[[#..###I~~###+##]],
[[#....#####...~#]],
[[#~##.+..+...~~#]],
[[#~~~~#..####~~#]],
[[##~I~##D#~~~I##]],
[[###############]],
}
Re: Call for mappers
JRRT logo 

Code: Select all
defineTile(' ', "FLOOR")
defineTile('+', "DOOR")
defineTile('#', "HARDWALL")
defineTile('X', "WALL")
defineTile('c', "FLOOR", {random_filter={add_levels=10}})
defineTile('$', "FLOOR", {random_filter={add_levels=25}})
defineTile('~', "FLOOR", {random_filter={add_levels=10}}, nil, {random_filter={add_levels=10}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=5}})
defineTile('u', "FLOOR", nil, {random_filter={add_levels=10, name='fire imp'}})
defineTile('D', "FLOOR", {random_filter={add_levels=20}}, {random_filter={add_levels=20, type='dragon'}})
defineTile('d', "FLOOR", {random_filter={add_levels=10}}, {random_filter={add_levels=10, type='dragon'}})
defineTile('o', "FLOOR", {random_filter={add_levels=5}}, {random_filter={add_levels=5, subtype='orc'}})
defineTile('O', "FLOOR", {random_filter={add_levels=10}}, {random_filter={add_levels=10, subtype='orc'}})
defineTile('P', "FLOOR", {random_filter={add_levels=20}}, {random_filter={add_levels=20, subtype='orc'}})
return {
[[ ####+### ]],
[[ ####### ###### ]],
[[ ######## ######### ]],
[[ ####### ########### ]],
[[ #########^####$####### ]],
[[ ##########^##$#$###### ]],
[[ ########## ###$######## ]],
[[ ######### ###X######## ]],
[[ ##d###### ###X######## ]],
[[##ddddu c c ud#####]],
[[#dd####### ######dd#####]],
[[#D####u c c u####dd####]],
[[##### ### ### #####d###]],
[[####ooo### ###ooo#####dD#]],
[[####oo#### ####oo########]],
[[####oo#### ####oo########]],
[[####ooo### ###ooo########]],
[[######OOO OOO##########]],
[[######## # ############]],
[[######## # # ###########]],
[[#######u # ## u##########]],
[[######dd## ### d#########]],
[[####ddd### ####dd########]],
[[#Dddd##### #####ddd######]],
[[###d###### #######dddD###]],
[[########## ############# ]],
[[########## ############ ]],
[[######$### ############ ]],
[[#####$#$XX d########### ]],
[[######$### dddD####### ]],
[[########## u############ ]],
[[########## ############# ]],
[[########## ############ ]],
[[##########u############ ]],
[[ #####PP#~############ ]],
[[ ####PP~########### ]],
[[ ############ ]],
}
Re: Call for mappers
Ok, I just met one of these. Four honey trees is some serious summoning power. I got through it in the end, because (apart from the initial five bears) with shield wall, literally nothing could hurt me. So I leaned on the direction keys and killed bees and bears by the score until I finally made it to the honey trees. God knows how berserkers and rogues will cope.Repton wrote:One for the Trollshaws:Code: Select all
return { [[XXXXXXXXXX]], [[XXX XXXX]], [[XX #q# XXX]], [[XX qQq XXX]], [[XX #q# XXX]], [[XXX XXXX]], [[XXXX XXXXX]], [[XXXX XXX]], [[XXXXXX XXX]], [[XX^^^^ XXX]], [[XX^XXXXXXX]], }
Re: Call for mappers
I think vaults are meant to be hard. As a general rule, if you can barely withstand the monsters wandering the area the vault is in, you should really not open that door. Come back later when you will feel powerful enough.
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
Re: Call for mappers
My archer could deal with the bears there somewhat easily, though it did cost him all but 2 of his health potions. The bees... even with piercing arrow there were simply too many of them. Poor archer died in Amon Sul to a vault. He mistakenly believed it was a mold vault, haha. Turns out, door #2 had a maulotaur with a propensity to cast Flame.
Was kind of irritating to find that everything in there was level 24-26 while I was only level 6 tho, and this was Amon Sul 1 or 2.
Was kind of irritating to find that everything in there was level 24-26 while I was only level 6 tho, and this was Amon Sul 1 or 2.
Re: Call for mappers
Happened to me too, lost my archer to a lvl 25 skeleton master archer in a vault in amon sul (1). The damned guy was even avoiding LoS tactics, by not following me luring him behind a corner; instead, he was waiting for me to blow my head away when I finally got tired to wait for him and showed up again. There is where I was taught the aforementioned lesson.
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
Re: Call for mappers
Maybe it would be better if the level of vault creatures were scaled down some? Like, they'd be 3 or 4 levels bigger than the player tops. Point of vaults is to have better than average gear at the cost of numerous enemies, isn't it? Fighting something 18 levels bigger than you is almost always suicide... fighting multiple things 18 levels bigger than you... you'd need lots of mana and health potions, and inferno/phase door leveled to a point of actually being able to kill them. If the vault design has creatures whose base level is higher than that, exclude it from the list of possible vaults for the level?
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- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
Re: Call for mappers
VAULTS.
Demons in Eruan, with a small but desirable reward. Would how I've put it result in a plain mithril ring?
It's quiet... too quiet.
A spider nest for Ardhungol. Watch your step...
Demons in Eruan, with a small but desirable reward. Would how I've put it result in a plain mithril ring?
Code: Select all
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "SAND")
defineTile('~', "LAVA_FLOOR")
defineTile('#', "SANDWALL_STABLE")
defineTile('T', "PALMTREE")
defineTile('1', "SAND", nil, {random_filter={name="fire imp", add_levels=4}})
defineTile('2', "SAND", nil, {random_filter={name="quasit", add_levels=4}})
defineTile('U', "SAND", nil, {random_filter={name="uruivellas", add_levels=12}})
defineTile('$', "SAND", {random_filter={name="mithril ring"}})
return {
[[..T............T.TT.]],
[[T..T..~.........~.TT]],
[[T.~....~~..1...~....]],
[[....~.2..~.~.~~.2..T]],
[[..1..~~~~.~.~~~.....]],
[[..~~...~~~~~~~..~~..]],
[[....~..~~####~~~.1..]],
[[...2.~~~##$U##~~~~..]],
[[...~~..~~####~~~....]],
[[.....~~~~~~~~~..1...]],
[[..2....~..~..~~....T]],
[[T...~~~.~...2.~.....]],
[[...~......~....~..1T]],
[[T.T...1..........~TT]],
[[TT.TT...........TTTT]],
}
Code: Select all
setStatusAll{no_teleport=true}
startx = 9
starty = 12
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile('X', "HARDWALL")
defineTile('+', "DOOR")
defineTile('^', "FLOOR", nil, nil, {random_filter={name="summoning alarm"}})
defineTile('$', "FLOOR", {random_filter={add_levels=5, ego_chance=40}})
return {
[[XXXXXXXXXXXXXXXXXXX]],
[[X.....^.$$$.^.....X]],
[[X.....^.....^.....X]],
[[X....XX^^^^^XX....X]],
[[X....XX.....XX....X]],
[[X....XX.....XX....X]],
[[X....$X.....X$....X]],
[[X....XX.....XX....X]],
[[X....XX.....XX....X]],
[[X....XX.....XX....X]],
[[X....^.......^....X]],
[[X....^.......^....X]],
[[XXXXXXXXX+XXXXXXXXX]],
}
Code: Select all
setStatusAll{no_teleport=true}
startx = 27
starty = 15
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile('X', "HARDWALL")
defineTile('!', "ROCK_VAULT", nil, nil, nil, {room_map={special=false, room=false, can_open=true}})
defineTile('^', "FLOOR", nil, nil, {random_filter={name="sticky web"}})
defineTile('s', "FLOOR", nil, {random_filter={name="faerlhing", add_levels=5}})
defineTile('S', "FLOOR", nil, {random_filter={name="ungolmor", add_levels=5}})
defineTile('$', "FLOOR", {random_filter={add_levels=15, ego_chance=25}})
defineTile('?', "FLOOR", {random_filter={add_levels=20, ego_chance=100}})
return {
[[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]],
[[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]],
[[XX$.....XXXXX............XXXXXXXX]],
[[X$s............^^^^^^^^....XXXXXX]],
[[X$s.........^^S^^^^^^^^^^....XXXX]],
[[XX$..XXX..^^^^^^^^^^^^^^^^^...XXX]],
[[XXXXXXXX..^^^^^^^^^^^^...^^^...XX]],
[[XXXXXXX...^^^^^^^^^^^..........XX]],
[[XXXXX......^^^^^^^^^...XXXX.....X]],
[[XXX....XX....^^^^^^...XXXXXX....X]],
[[XX....XXXX.....^^^^^..XXXXXX$ss$X]],
[[X.....XXXXXXX....^^^^..XXXXXX$$XX]],
[[X........?XXXXXX....^^...XXXXXXXX]],
[[XX......S.?XXXXXXXX.......sXXXXXX]],
[[XXXX.....?XXXXXXXXXXXXX..s..XXXXX]],
[[XXXXXXXXXXXXXXXXXXXXXXXXXXX!XXXXX]],
}
-
- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
- Location: Inside the minds of all
- Contact:
Re: Call for mappers
Maybe sticky this one too please?
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Call for mappers
Can't you randomize by returning a function result? The function has the code to generate the randomized vault map?Burb Lulls wrote:Ideally, I'd want the chambers to be randomised each time, but I have no idea how to do that, and also to be immune to sensing, but I'm not even sure that's possible. I made sure every chamber had at least a monster in it, to stop any sneaky phase doors.
you could even pass in the vault map you have, but put something like numerals in the spots for random stuff, your function would then just need to search and replace with the values you want. like: "return randomizejunk({MAPINESS})"
Unless I'm wrong about how these get loaded in, naked Lua would certainly allow these sorts of shenanigans.